Serious Games In Personalized Learning

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Serious Games in Personalized Learning

Author : Scott M. Martin,James R. Casey,Stephanie Kane
Publisher : Taylor & Francis
Page : 305 pages
File Size : 52,6 Mb
Release : 2021-07-12
Category : Education
ISBN : 9781000400106

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Serious Games in Personalized Learning by Scott M. Martin,James R. Casey,Stephanie Kane Pdf

Serious Games in Personalized Learning investigates game-based teaching and learning at a time when learning and training systems are increasingly integrating serious games, machine-learning artificial intelligence models, and adaptive technologies. Game-based education provides rare data for measuring, assessing, and evaluating not just a game’s effectiveness but the acquisition of information and knowledge that a student may gain through playing a learning game. This book synthesizes contemporary research, frameworks, and models centered on the design and delivery of serious games that truly personalize the learning experience. Scholars of educational technology, instructional design, human performance, and more will find a comprehensive guide to the history, practical implications, and data-collection potential inherent to these fast-evolving tools.

Serious Games in Personalized Learning

Author : Scott M. Martin,James R Casey,Stephanie Kane
Publisher : Unknown
Page : 290 pages
File Size : 45,8 Mb
Release : 2021
Category : Educational games
ISBN : 0367483963

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Serious Games in Personalized Learning by Scott M. Martin,James R Casey,Stephanie Kane Pdf

Serious Games in Personalized Learning investigates game-based teaching and learning at a time when learning and training systems are increasingly integrating serious games, machine-learning artificial intelligence models, and adaptive technologies. Game-based education provides rare data for measuring, assessing, and evaluating not just a game's effectiveness but the acquisition of information and knowledge that a student may gain through playing a learning game. This book synthesizes contemporary research, frameworks, and models centered on the design and delivery of serious games that truly personalize the learning experience. Scholars of educational technology, instructional design, human performance, and more will find a comprehensive guide to the history, practical implications, and data-collection potential inherent to these fast-evolving tools.

Serious Games and Virtual Worlds in Education, Professional Development, and Healthcare

Author : Klaus Bredl,Wolfgang Bösche
Publisher : IGI Global
Page : 382 pages
File Size : 52,6 Mb
Release : 2013-03-31
Category : Computers
ISBN : 9781466636743

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Serious Games and Virtual Worlds in Education, Professional Development, and Healthcare by Klaus Bredl,Wolfgang Bösche Pdf

"This book explains how digital environments can easily become familiar and beneficial for educational and professional development, with the implementation of games into various aspects of our environment"--Provided by publisher.

Entertainment Computing and Serious Games

Author : Ralf Dörner,Stefan Göbel,Michael Kickmeier-Rust,Maic Masuch,Katharina Zweig
Publisher : Springer
Page : 541 pages
File Size : 46,5 Mb
Release : 2016-10-05
Category : Computers
ISBN : 9783319461526

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Entertainment Computing and Serious Games by Ralf Dörner,Stefan Göbel,Michael Kickmeier-Rust,Maic Masuch,Katharina Zweig Pdf

The aim of this book is to collect and to cluster research areas in the field of serious games and entertainment computing. It provides an introduction and gives guidance for the next generation of researchers in this field. The 18 papers presented in this volume, together with an introduction, are the outcome of a GI-Dagstuhl seminar which was held at Schloß Dagstuhl in July 2015.

Serious Game Design and Development: Technologies for Training and Learning

Author : Cannon-Bowers, Jan,Bowers, Clint
Publisher : IGI Global
Page : 382 pages
File Size : 53,5 Mb
Release : 2010-02-28
Category : Computers
ISBN : 9781615207404

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Serious Game Design and Development: Technologies for Training and Learning by Cannon-Bowers, Jan,Bowers, Clint Pdf

"With an increasing use of vido games in various disciplines within the scientific community, this book seeks to understand the nature of effective games and to provide guidance for how best to harness the power of gaming technology to successfully accomplish a more serious goal"--Provided by publisher.

Serious Games

Author : Clark C. Abt
Publisher : University Press of America
Page : 200 pages
File Size : 40,7 Mb
Release : 1987
Category : Education
ISBN : 0819161489

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Serious Games by Clark C. Abt Pdf

The author explores the ways in which games can be used to instruct and inform as well as provide pleasure. He uses innovative approaches to problem solving through individualized game techniques.

Serious Games

Author : Ralf Dörner,Stefan Göbel,Wolfgang Effelsberg,Josef Wiemeyer
Publisher : Springer
Page : 421 pages
File Size : 52,8 Mb
Release : 2016-08-25
Category : Computers
ISBN : 9783319406121

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Serious Games by Ralf Dörner,Stefan Göbel,Wolfgang Effelsberg,Josef Wiemeyer Pdf

This textbook provides an introduction to the fundamentals of serious games, which differ considerably from computer games that are meant for pure entertainment. Undergraduate and graduate students from various disciplines who want to learn about serious games are one target group of this book. Prospective developers of serious games are another, as they can use the book for self-study in order to learn about the distinctive features of serious game design and development. And ultimately, the book also addresses prospective users of serious game technologies by providing them with a solid basis for judging the advantages and limitations of serious games in different application areas such as game-based learning, training and simulation or games for health. To cater to this heterogeneous readership and wide range of interests, every effort was made to make the book flexible to use. All readers are expected to study Chapter 1, as it provides the necessary basics and terminology that will be used in all subsequent chapters. The eleven chapters that follow cover the creation of serious games (design, authoring processes and tools, content production), the runtime context of serious games (game engines, adaptation mechanisms, game balancing, game mastering, multi-player serious games), the effects of serious games and their evaluation (player experience, assessment techniques, performance indicators), and serious games in practice (economic aspects, cost-benefit analysis, serious game distribution). To familiarize the readers with best practice in this field, the final chapter presents more than 30 selected examples of serious games illustrating their characteristics and showcasing their practical use. Lecturers can select chapters in a sequence that is most suitable for their specific course or seminar. The book includes specific suggestions for courses such as “Introduction to Serious Games”, “Entertainment Technology”, “Serious Game Design”, “Game-based Learning”, and “Applications of Serious Games”.

Serious Games and Edutainment Applications

Author : Minhua Ma,Andreas Oikonomou
Publisher : Springer
Page : 702 pages
File Size : 49,5 Mb
Release : 2017-03-03
Category : Computers
ISBN : 9783319516455

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Serious Games and Edutainment Applications by Minhua Ma,Andreas Oikonomou Pdf

With the continued application of gaming for training and education, which has seen exponential growth over the past two decades, this book offers an insightful introduction to the current developments and applications of game technologies within educational settings, with cutting-edge academic research and industry insights, providing a greater understanding into current and future developments and advances within this field. Following on from the success of the first volume in 2011, researchers from around the world presents up-to-date research on a broad range of new and emerging topics such as serious games and emotion, games for music education and games for medical training, to gamification, bespoke serious games, and adaptation of commercial off-the shelf games for education and narrative design, giving readers a thorough understanding of the advances and current issues facing developers and designers regarding games for training and education. This second volume of Serious Games and Edutainment Applications offers further insights for researchers, designers and educators who are interested in using serious games for training and educational purposes, and gives game developers with detailed information on current topics and developments within this growing area.

Serious Games

Author : Ute Ritterfeld,Michael Cody,Peter Vorderer
Publisher : Routledge
Page : 552 pages
File Size : 54,5 Mb
Release : 2009-09-10
Category : Education
ISBN : 9781135848903

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Serious Games by Ute Ritterfeld,Michael Cody,Peter Vorderer Pdf

Serious Games provides a thorough exploration of the claim that playing games can provide learning that is deep, sustained and transferable to the real world. "Serious games" is defined herein as any form of interactive computer-based game software for one or multiple players to be used on any platform and that has been developed to provide more than entertainment to players. With this volume, the editors address the gap in exisiting scholarship on gaming, providing an academic overview on the mechanisms and effects of serious games. Contributors investigate the psychological mechanisms that take place not only during gaming, but also in game selection, persistent play, and gaming impact. The work in this collection focuses on the desirable outcomes of digital game play. The editors distinguish between three possible effects -- learning, development, and change -- covering a broad range of serious games’ potential impact. Contributions from internationally recognized scholars focus on five objectives: Define the area of serious games Elaborate on the underlying theories that explain suggested psychological mechanisms elicited through serious game play, addressing cognitive, affective and social processes Summarize the empirical evidence on the effectiveness of serious games, Introduce innovative research methods as a response to methodological challenges imposed through interactive media Discuss the possibilities and limitations of selected applications for educational purposes. Anchored primarily in social science research, the reader will be introduced to approaches that focus on the gaming process and the users’ experiences. Additional perspectives will be provided in the concluding chapters, written from non-social science approaches by experts in academic game design and representatives of the gaming industry. The editors acknowledge the necessity for a broader interdisciplinary study of the phenomena and work to overcome the methodological divide in games research to look ahead to a more integrated and interdisciplinary study of digital games. This timely and singular volume will appeal to scholars, researchers, and graduate students working in media entertainment and game studies in the areas of education, media, communication, and psychology.

Instructional Techniques to Facilitate Learning and Motivation of Serious Games

Author : Pieter Wouters,Herre van Oostendorp
Publisher : Springer
Page : 218 pages
File Size : 41,7 Mb
Release : 2016-10-31
Category : Education
ISBN : 9783319392981

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Instructional Techniques to Facilitate Learning and Motivation of Serious Games by Pieter Wouters,Herre van Oostendorp Pdf

The book introduces techniques to improve the effectiveness of serious games in relation to cognition and motivation. These techniques include ways to improve motivation, collaboration, reflection, and the integration of gameplay into various contexts. The contributing authors expand upon this broad range of techniques, show recent empirical research on each of these techniques that discuss their promise and effectiveness, then present general implications or guidelines that the techniques bring forth. They then suggest how serious games can be improved by implementing the respective technique into a particular game.

Serious Games Development and Applications

Author : Minhua Ma,Manuel Fradinho Oliveira,Jannicke Baalsrud Hauge
Publisher : Springer
Page : 226 pages
File Size : 45,9 Mb
Release : 2014-10-03
Category : Computers
ISBN : 9783319116235

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Serious Games Development and Applications by Minhua Ma,Manuel Fradinho Oliveira,Jannicke Baalsrud Hauge Pdf

This book constitutes the refereed proceedings of the 5th International Conference on Serious Games Development and Applications, SGDA 2014, held in Berlin, Germany, in October 2014. The 14 revised full papers presented together with 4 short papers were carefully reviewed and selected from 31 submissions. The focus of the papers was on the following: games for health, games for medical training, serious games for children, music and sound effects, games for other purposes, and game design and theories.

Handbook of Research on Serious Games as Educational, Business and Research Tools

Author : Cruz-Cunha, Maria Manuela
Publisher : IGI Global
Page : 1434 pages
File Size : 48,8 Mb
Release : 2012-02-29
Category : Education
ISBN : 9781466601505

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Handbook of Research on Serious Games as Educational, Business and Research Tools by Cruz-Cunha, Maria Manuela Pdf

"This book presents research on the most recent technological developments in all fields of knowledge or disciplines of computer games development, including planning, design, development, marketing, business management, users and behavior"--Provided by publisher.

Interdisciplinary Models and Tools for Serious Games: Emerging Concepts and Future Directions

Author : Van Eck, Richard
Publisher : IGI Global
Page : 430 pages
File Size : 47,7 Mb
Release : 2010-03-31
Category : Education
ISBN : 9781615207206

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Interdisciplinary Models and Tools for Serious Games: Emerging Concepts and Future Directions by Van Eck, Richard Pdf

"This book discusses the need for interdisciplinary awareness in the study of games and learning"--Provided by publisher.

Handbook of Research on Decision-Making Capabilities Improvement With Serious Games

Author : Correia, Anacleto,Simões-Marques, Mário
Publisher : IGI Global
Page : 459 pages
File Size : 40,8 Mb
Release : 2023-07-10
Category : Business & Economics
ISBN : 9781668491676

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Handbook of Research on Decision-Making Capabilities Improvement With Serious Games by Correia, Anacleto,Simões-Marques, Mário Pdf

How can a group be empowered to improve their ability to make decisions while also reinforcing the group’s intended values, beliefs, and behaviors? Like positive reinforcement, which introduces a desirable or pleasant stimulus after a behavior has been completed and has been found to be effective for reinforcing such behavior, serious games introduce the behavior as a pleasant experience through engagement and entertainment. Where positive reinforcement relies heavily on the willpower of the subject to complete the behavior on their own, serious games introduce a motivational factor from the beginning of the behavior. Serious games are designed for purposes other than entertainment, such as training, learning, creating awareness, or behavior transformation through the introduction of content, topics, narratives, rules, and goals. They are immersive, engaging, and enjoyable, which enhances motivation and learning. The development of serious games is grounded in theoretical backgrounds, such as motivation, constructivism, flow experience, problem-based learning, and learning by doing. This method has been used in a variety of industries, including education, healthcare, military, policy analysis, and business functions such as marketing or financial purposes. They facilitate problem solving through challenges and rewards and use entertainment and engagement components. Serious games can address specific skills for many domains, foster collaboration, provide risk-free environments, and be used as analytical tools for educational research. They reinforce intended values, beliefs, and behaviors of players while conveying knowledge, skills, and attitudes, providing an integrated and effective approach to the transformation of an individual, group, or organization. The Handbook of Research on Decision-Making Capabilities Improvement With Serious Games discusses the use of advanced technologies including extended and immersive reality, digital twins, augmented reality (AR), virtual reality (VR), mixed reality (MR), and IoT sensors to improve decision-making skills and learning through serious games. This book discusses user engagement, game adaptation, content adaptation, and sensor technology. It showcases how to increase decision-making skills in individuals and organizations and incorporates the latest developments in artificial intelligence and machine learning. Led by experts with over 20 years of experience and covering topics such as serious game design, intelligent content adaptation, and machine learning algorithms. This book is designed for professionals in education, instructional designers, curriculum developers, program developers, administrators, educational software developers, policymakers, researchers, training professionals, privacy practitioners, government officials, consultants, IT researchers, academicians, and students.

Design, Motivation, and Frameworks in Game-Based Learning

Author : Tan, Wee Hoe
Publisher : IGI Global
Page : 306 pages
File Size : 53,9 Mb
Release : 2018-07-13
Category : Education
ISBN : 9781522560272

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Design, Motivation, and Frameworks in Game-Based Learning by Tan, Wee Hoe Pdf

Game-based learning relates to the use of games to enhance the learning experience. Educators have been using games in the classroom for years, and when tied to the curriculum, commercial games are a powerful learning tool because they are highly engaging and relatable for students. Design, Motivation, and Frameworks in Game-Based Learning is a critical scholarly resource that examines the themes of game-based learning. These themes, through a multidisciplinary perspective, juxtapose successful practices. Featuring coverage on a broad range of topics such as educational game design, gamification in education, and game content curation, this book is geared towards academicians, researchers, and students seeking current research on justifying the roles and importance of motivation in making games fun and engaging for game-based learning practice.